countinued working on level loading
parent
bf0688408e
commit
4892c1a9ff
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@ -22,32 +22,32 @@ class LevelElementSymbols:
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}
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AIR = {
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'type': STATIC,
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'sprite_id': '_air'
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'sprite_id': 'air'
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}
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GATE = {
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'type':STATIC,
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'sprite_id': '_gate'
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'sprite_id': 'gate'
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}
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GOAL_DOOR = {
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'type': STATIC,
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'sprite_id': '_goal_door'
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'sprite_id': 'goal_door'
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}
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SMALL_SPIKE = {
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'type': STATIC,
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'sprite_id': '_small_spike'
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'sprite_id': 'small_spike'
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}
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LEVER = {
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'type': STATIC,
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'sprite_id': '_lever'
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'sprite_id': 'lever'
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}
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PLAYER = {
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'type': DYNAMIC,
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'sprite_id': '_player'
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'sprite_id': 'player'
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}
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dict = {
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'#': SOLID_BLOCK,
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'+': SOLID_BLOCK,
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'+': SOLID_BLOCK_TOP,
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'l': SOLID_BLOCK_RIGHT,
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'r': SOLID_BLOCK_LEFT,
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'': AIR,
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@ -60,3 +60,5 @@ class LevelElementSymbols:
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BLOCKS_LIST = [SOLID_BLOCK, SOLID_BLOCK_RIGHT, SOLID_BLOCK_LEFT]
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INTERACTABLE_LIST = [LEVER]
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@ -0,0 +1,14 @@
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from level.elements.StaticLevelElement import StaticLevelElement
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from sprite.Spritesheet import Spritesheet
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class DoorElement(StaticLevelElement):
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def __init__(self, spritesheet: Spritesheet, id : str, requires : list[str]):
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super().__init__(spritesheet)
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self.id = id
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self.requires = requires
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def openDoor(self):
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pass
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def closeDoor(self):
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pass
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@ -0,0 +1,8 @@
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from level.elements.DoorElement import DoorElement
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from sprite.Spritesheet import Spritesheet
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class GateElement(DoorElement):
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def __int__(self, spritesheet: Spritesheet, id : str, requires : list[str]):
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super().__int__(spritesheet, id, requires)
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@ -0,0 +1,7 @@
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from level.elements.DoorElement import DoorElement
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from sprite.Spritesheet import Spritesheet
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class GoalDoorElement(DoorElement):
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def __int__(self, spritesheet: Spritesheet, id : str, requires : list[str]):
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super().__int__(spritesheet, id, requires)
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@ -1,9 +1,12 @@
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from StaticLevelElement import StaticLevelElement
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from level.elements.StaticLevelElement import StaticLevelElement
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from sprite.Spritesheet import Spritesheet
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class InteractableElement(StaticLevelElement):
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def __init__(self, spritesheet: Spritesheet, block_id: str, requires: list[str]):
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def __init__(self, spritesheet: Spritesheet, block_id: str):
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super().__init__(spritesheet)
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self.block_id = block_id
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self.requires = requires
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self.element = []
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def connect_element(self, element: StaticLevelElement):
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self.element.append(element)
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@ -1,6 +1,9 @@
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from level.Level import Level
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from level.LevelElementSymbols import LevelElementSymbols
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from level.elements.BlockElement import BlockElement
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from level.elements.GateElement import GateElement
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from level.elements.GoalDoorElement import GoalDoorElement
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from level.elements.InteractableElement import InteractableElement
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from physics.SpriteManager import SpriteManager, DrawLayers
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from sprite.SpritesheetManager import SpritesheetManager
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@ -14,6 +17,8 @@ class LoadedLevel:
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self.blocks = []
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def load_level(self, level: Level):
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requires_dict = {
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}
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for row_number, row in enumerate(level.tiles):
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for tile_number, tile in enumerate(row):
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position = (tile_number * BLOCK_SIZE[0], row_number * BLOCK_SIZE[1])
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@ -28,11 +33,42 @@ class LoadedLevel:
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sprite.set_animation_state('1')
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sprite.position_scale.position = position
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elif tile_element == LevelElementSymbols.GOAL_DOOR:
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spritesheet = self.spritesheet_manager.get_sheet(tile_element['sprite_id'])
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sprite = GoalDoorElement(spritesheet, tile['id'], tile['requires'])
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sprite.set_animation_state('closed')
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sprite.position_scale.position = position
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for required in tile['requires']:
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requires_dict[required] = requires_dict.get(required, []).append(sprite)
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elif tile_element == LevelElementSymbols.GATE:
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spritesheet = self.spritesheet_manager.get_sheet(tile_element['sprite_id'])
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sprite = GateElement(spritesheet, tile['id'], tile['requires'])
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sprite.set_animation_state('closed')
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sprite.position_scale.position = position
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for required in tile['requires']:
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requires_dict[required] = requires_dict.get(required, []).append(sprite)
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elif tile_element in LevelElementSymbols.INTERACTABLE_LIST:
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spritesheet = self.spritesheet_manager.get_sheet(tile_element['sprite_id'])
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sprite = InteractableElement(spritesheet, tile['id'])
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sprite.set_animation_state('on')
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sprite.position_scale.position = position
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# tile['id'], tile['requirements']
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if sprite is not None:
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self.blocks.append(sprite)
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self.sprite_manager.add_ui_element(DrawLayers.OBJECTS, sprite)
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for block in self.blocks:
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if isinstance(block, InteractableElement):
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for requirement in requires_dict:
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block.connect_element(requirement)
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def destroy_level(self):
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for block in self.blocks:
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self.sprite_manager.remove_ui_element(block)
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